mirror of
https://github.com/photonstorm/phaser
synced 2024-11-21 20:23:19 +00:00
Create and use wrappers for WebGLUniformLocation and WebGLAttribLocation.
This commit is contained in:
parent
0f9fb3177d
commit
e920b1a961
5 changed files with 277 additions and 24 deletions
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@ -625,7 +625,6 @@ var Shader = new Class({
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*/
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initUniforms: function ()
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{
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var gl = this.gl;
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var map = this.renderer.glFuncMap;
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var program = this.program;
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@ -638,7 +637,7 @@ var Shader = new Class({
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var type = uniform.type;
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var data = map[type];
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uniform.uniformLocation = gl.getUniformLocation(program.webGLProgram, key);
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uniform.uniformLocation = this.renderer.createUniformLocation(program, key);
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if (type !== 'sampler2D')
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{
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@ -959,7 +958,7 @@ var Shader = new Class({
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this.renderer.setProgram(this.program);
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gl.uniform1i(uniform.uniformLocation, this._textureCount);
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gl.uniform1i(uniform.uniformLocation.webGLUniformLocation, this._textureCount);
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this._textureCount++;
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},
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@ -1002,24 +1001,24 @@ var Shader = new Class({
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{
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if (uniform.glMatrix)
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{
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glFunc.call(gl, location, uniform.transpose, value);
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glFunc.call(gl, location.webGLUniformLocation, uniform.transpose, value);
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}
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else
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{
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glFunc.call(gl, location, value);
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glFunc.call(gl, location.webGLUniformLocation, value);
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}
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}
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else if (length === 2)
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{
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glFunc.call(gl, location, value.x, value.y);
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glFunc.call(gl, location.webGLUniformLocation, value.x, value.y);
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}
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else if (length === 3)
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{
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glFunc.call(gl, location, value.x, value.y, value.z);
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glFunc.call(gl, location.webGLUniformLocation, value.x, value.y, value.z);
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}
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else if (length === 4)
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{
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glFunc.call(gl, location, value.x, value.y, value.z, value.w);
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glFunc.call(gl, location.webGLUniformLocation, value.x, value.y, value.z, value.w);
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}
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else if (uniform.type === 'sampler2D')
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{
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@ -1027,7 +1026,7 @@ var Shader = new Class({
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gl.bindTexture(gl.TEXTURE_2D, value.webGLTexture);
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gl.uniform1i(location, textureCount);
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gl.uniform1i(location.webGLUniformLocation, textureCount);
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textureCount++;
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}
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@ -24,6 +24,8 @@ var WebGLBufferWrapper = require('./wrappers/WebGLBufferWrapper');
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var WebGLProgramWrapper = require('./wrappers/WebGLProgramWrapper');
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var WebGLTextureWrapper = require('./wrappers/WebGLTextureWrapper');
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var WebGLFramebufferWrapper = require('./wrappers/WebGLFramebufferWrapper');
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var WebGLAttribLocationWrapper = require('./wrappers/WebGLAttribLocationWrapper');
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var WebGLUniformLocationWrapper = require('./wrappers/WebGLUniformLocationWrapper');
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var DEBUG = false;
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@ -268,6 +270,24 @@ var WebGLRenderer = new Class({
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*/
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this.glFramebufferWrappers = [];
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/**
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* A list of all WebGLAttribLocationWrappers that have been created by this renderer.
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*
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* @name Phaser.Renderer.WebGL.WebGLRenderer#glAttribLocationWrappers
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* @type {Phaser.Renderer.WebGL.Wrappers.WebGLAttribLocationWrapper[]}
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* @since 3.80.0
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*/
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this.glAttribLocationWrappers = [];
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/**
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* A list of all WebGLUniformLocationWrappers that have been created by this renderer.
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*
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* @name Phaser.Renderer.WebGL.WebGLRenderer#glUniformLocationWrappers
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* @type {Phaser.Renderer.WebGL.Wrappers.WebGLUniformLocationWrapper[]}
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* @since 3.80.0
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*/
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this.glUniformLocationWrappers = [];
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/**
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* The currently bound framebuffer in use.
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*
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@ -2144,6 +2164,38 @@ var WebGLRenderer = new Class({
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return vertexBuffer;
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},
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/**
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* Creates a WebGLAttribLocationWrapper instance based on the given WebGLProgramWrapper and attribute name.
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*
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* @method Phaser.Renderer.WebGL.WebGLRenderer#createAttribLocation
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* @since 3.80.0
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*
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* @param {Phaser.Renderer.WebGL.Wrappers.WebGLProgramWrapper} program - The WebGLProgramWrapper instance.
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* @param {string} name - The name of the attribute.
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*/
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createAttribLocation: function (program, name)
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{
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var attrib = new WebGLAttribLocationWrapper(this.gl, program, name);
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this.glAttribLocationWrappers.push(attrib);
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return attrib;
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},
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/**
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* Creates a WebGLUniformLocationWrapper instance based on the given WebGLProgramWrapper and uniform name.
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*
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* @method Phaser.Renderer.WebGL.WebGLRenderer#createUniformLocation
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* @since 3.80.0
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*
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* @param {Phaser.Renderer.WebGL.Wrappers.WebGLProgramWrapper} program - The WebGLProgramWrapper instance.
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* @param {string} name - The name of the uniform.
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*/
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createUniformLocation: function (program, name)
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{
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var uniform = new WebGLUniformLocationWrapper(this.gl, program, name);
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this.glUniformLocationWrappers.push(uniform);
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return uniform;
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},
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/**
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* Wrapper for creating a vertex buffer.
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*
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@ -313,29 +313,29 @@ var WebGLShader = new Class({
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if (reset)
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{
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var attribLocation = gl.getAttribLocation(program.webGLProgram, element.name);
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var attribLocation = this.renderer.createAttribLocation(program, element.name);
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if (attribLocation >= 0)
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if (attribLocation.webGLAttribLocation >= 0)
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{
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gl.enableVertexAttribArray(attribLocation);
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gl.enableVertexAttribArray(attribLocation.webGLAttribLocation);
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gl.vertexAttribPointer(attribLocation, size, type, normalized, vertexSize, offset);
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gl.vertexAttribPointer(attribLocation.webGLAttribLocation, size, type, normalized, vertexSize, offset);
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element.enabled = true;
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element.location = attribLocation;
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}
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else if (attribLocation !== -1)
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else if (attribLocation.webGLAttribLocation !== -1)
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{
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gl.disableVertexAttribArray(attribLocation);
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gl.disableVertexAttribArray(attribLocation.webGLAttribLocation);
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}
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}
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else if (enabled)
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{
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gl.vertexAttribPointer(location, size, type, normalized, vertexSize, offset);
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gl.vertexAttribPointer(location.webGLAttribLocation, size, type, normalized, vertexSize, offset);
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}
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else if (!enabled && location > -1)
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else if (!enabled && location !== -1 && location.webGLAttribLocation > -1)
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{
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gl.disableVertexAttribArray(location);
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gl.disableVertexAttribArray(location.webGLAttribLocation);
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element.location = -1;
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}
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@ -382,7 +382,7 @@ var WebGLShader = new Class({
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{
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name = info.name;
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location = gl.getUniformLocation(program.webGLProgram, name);
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location = this.renderer.createUniformLocation(program, name);
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if (location !== null)
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{
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@ -409,7 +409,7 @@ var WebGLShader = new Class({
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if (!uniforms.hasOwnProperty(name))
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{
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location = gl.getUniformLocation(program.webGLProgram, name);
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location = this.renderer.createUniformLocation(program, name);
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if (location !== null)
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{
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@ -507,7 +507,7 @@ var WebGLShader = new Class({
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this.renderer.setProgram(this.program);
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setter.call(this.gl, uniform.location, value1);
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setter.call(this.gl, uniform.location.webGLUniformLocation, value1);
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this.pipeline.currentShader = this;
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}
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@ -553,7 +553,7 @@ var WebGLShader = new Class({
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this.renderer.setProgram(this.program);
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setter.call(this.gl, uniform.location, value1, value2);
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setter.call(this.gl, uniform.location.webGLUniformLocation, value1, value2);
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this.pipeline.currentShader = this;
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}
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@ -601,7 +601,7 @@ var WebGLShader = new Class({
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this.renderer.setProgram(this.program);
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setter.call(this.gl, uniform.location, value1, value2, value3);
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setter.call(this.gl, uniform.location.webGLUniformLocation, value1, value2, value3);
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this.pipeline.currentShader = this;
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}
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@ -651,7 +651,7 @@ var WebGLShader = new Class({
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this.renderer.setProgram(this.program);
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setter.call(this.gl, uniform.location, value1, value2, value3, value4);
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setter.call(this.gl, uniform.location.webGLUniformLocation, value1, value2, value3, value4);
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this.pipeline.currentShader = this;
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}
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101
src/renderer/webgl/wrappers/WebGLAttribLocationWrapper.js
Normal file
101
src/renderer/webgl/wrappers/WebGLAttribLocationWrapper.js
Normal file
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var Class = require('../../../utils/Class');
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/**
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* @classdesc
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* Wrapper for a WebGL attribute location, containing all the information that was used to create it.
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*
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* A WebGLAttribLocation should never be exposed outside the WebGLRenderer,
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* so the WebGLRenderer can handle context loss and other events without other systems having to be aware of it.
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* Always use WebGLAttribLocationWrapper instead.
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*
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* @class WebGLAttribLocationWrapper
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* @memberof Phaser.Renderer.WebGL.Wrappers
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* @constructor
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* @since 3.80.0
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*
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* @param {WebGLRenderingContext} gl - The WebGLRenderingContext to create the WebGLAttribLocation for.
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* @param {Phaser.Renderer.WebGL.Wrappers.WebGLProgramWrapper} program - The WebGLProgram that this location refers to. This must be created first.
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* @param {string} name - The name of this location, as defined in the shader source code.
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*/
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var WebGLAttribLocationWrapper = new Class({
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initialize:
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function WebGLAttribLocationWrapper (gl, program, name)
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{
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/**
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* The WebGLAttribLocation being wrapped by this class.
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*
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* This property could change at any time.
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* Therefore, you should never store a reference to this value.
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* It should only be passed directly to the WebGL API for drawing.
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*
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* @name Phaser.Renderer.WebGL.Wrappers.WebGLAttribLocationWrapper#webGLAttribLocation
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* @type {WebGLAttribLocation}
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* @default -1
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* @since 3.80.0
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*/
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this.webGLAttribLocation = -1;
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/**
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* The WebGLRenderingContext that owns this location.
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*
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* @name Phaser.Renderer.WebGL.Wrappers.WebGLProgramWrapper#gl
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* @type {WebGLRenderingContext}
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* @since 3.80.0
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*/
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this.gl = gl;
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/**
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* The WebGLProgram that this location refers to.
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*
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* @name Phaser.Renderer.WebGL.Wrappers.WebGLAttribLocationWrapper#program
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* @type {Phaser.Renderer.WebGL.Wrappers.WebGLProgramWrapper}
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* @since 3.80.0
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*/
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this.program = program;
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/**
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* The name of this location, as defined in the shader source code.
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*
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* @name Phaser.Renderer.WebGL.Wrappers.WebGLAttribLocationWrapper#name
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* @type {string}
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* @since 3.80.0
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*/
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this.name = name;
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this.createResource();
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},
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/**
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* Creates the WebGLAttribLocation.
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*
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* @method Phaser.Renderer.WebGL.Wrappers.WebGLAttribLocationWrapper#createResource
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* @since 3.80.0
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*/
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createResource: function ()
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{
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if (this.program.webGLProgram === null)
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{
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this.webGLAttribLocation = -1;
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return;
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}
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this.webGLAttribLocation = this.gl.getAttribLocation(this.program.webGLProgram, this.name);
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},
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/**
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* Destroys this WebGLAttribLocationWrapper.
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*
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* @method Phaser.Renderer.WebGL.Wrappers.WebGLAttribLocationWrapper#destroy
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* @since 3.80.0
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*/
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destroy: function ()
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{
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this.gl = null;
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this.program = null;
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this.name = null;
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this.webGLAttribLocation = -1;
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}
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});
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module.exports = WebGLAttribLocationWrapper;
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101
src/renderer/webgl/wrappers/WebGLUniformLocationWrapper.js
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101
src/renderer/webgl/wrappers/WebGLUniformLocationWrapper.js
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var Class = require('../../../utils/Class');
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/**
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* @classdesc
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* Wrapper for a WebGL uniform location, containing all the information that was used to create it.
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*
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* A WebGLUniformLocation should never be exposed outside the WebGLRenderer,
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* so the WebGLRenderer can handle context loss and other events without other systems having to be aware of it.
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* Always use WebGLUniformLocationWrapper instead.
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*
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* @class WebGLUniformLocationWrapper
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* @memberof Phaser.Renderer.WebGL.Wrappers
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* @constructor
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* @since 3.80.0
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*
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* @param {WebGLRenderingContext} gl - The WebGLRenderingContext to create the WebGLUniformLocation for.
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* @param {Phaser.Renderer.WebGL.Wrappers.WebGLProgramWrapper} program - The WebGLProgram that this location refers to. This must be created first.
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* @param {string} name - The name of this location, as defined in the shader source code.
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*/
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var WebGLUniformLocationWrapper = new Class({
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initialize:
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function WebGLUniformLocationWrapper (gl, program, name)
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{
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/**
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* The WebGLUniformLocation being wrapped by this class.
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*
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* This property could change at any time.
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* Therefore, you should never store a reference to this value.
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* It should only be passed directly to the WebGL API for drawing.
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*
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* @name Phaser.Renderer.WebGL.Wrappers.WebGLUniformLocationWrapper#webGLUniformLocation
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* @type {?WebGLUniformLocation}
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* @default null
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* @since 3.80.0
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*/
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this.webGLUniformLocation = null;
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/**
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* The WebGLRenderingContext that owns this location.
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*
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* @name Phaser.Renderer.WebGL.Wrappers.WebGLProgramWrapper#gl
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* @type {WebGLRenderingContext}
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* @since 3.80.0
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*/
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this.gl = gl;
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/**
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* The WebGLProgram that this location refers to.
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*
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* @name Phaser.Renderer.WebGL.Wrappers.WebGLUniformLocationWrapper#program
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* @type {Phaser.Renderer.WebGL.Wrappers.WebGLProgramWrapper}
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* @since 3.80.0
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*/
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this.program = program;
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/**
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* The name of this location, as defined in the shader source code.
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*
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* @name Phaser.Renderer.WebGL.Wrappers.WebGLUniformLocationWrapper#name
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* @type {string}
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* @since 3.80.0
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*/
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this.name = name;
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this.createResource();
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},
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/**
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* Creates the WebGLUniformLocation.
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*
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* @method Phaser.Renderer.WebGL.Wrappers.WebGLUniformLocationWrapper#createResource
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* @since 3.80.0
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*/
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createResource: function ()
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{
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if (this.program.webGLProgram === null)
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{
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this.webGLUniformLocation = null;
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return;
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}
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this.webGLUniformLocation = this.gl.getUniformLocation(this.program.webGLProgram, this.name);
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},
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/**
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* Destroys this WebGLUniformLocationWrapper.
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*
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* @method Phaser.Renderer.WebGL.Wrappers.WebGLUniformLocationWrapper#destroy
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* @since 3.80.0
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*/
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destroy: function ()
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{
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this.gl = null;
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this.program = null;
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this.name = null;
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this.webGLUniformLocation = null;
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}
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});
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module.exports = WebGLUniformLocationWrapper;
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